The Art of Texturing, Part 1, The Design Brief : Art Direction, References and Methods.

Here’s a side project I’ve been working on, on and off, over the past few years. It started as a supporting document for my mentoring sessions and gradually evolved into a series of videos exploring artistic principles that are completely software-agnostic. The title isn't meant to suggest that this is the way to create materials. Rather, it's a reminder that 3D creation isn't just about software or execution, it's also about the artistic thinking behind it.
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There are plenty of fantastic tutorials and technical tips out there on how to create data or achieve specific effects. But I rarely found anything that focuses on the thought process behind it, especially when it comes to materials.

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Why does one material or asset look better than another? When do you know it's time to stop working on something? And what are those fundamental art principles that everyone talks about, but rarely takes the time to define ?

Over the years, through both my art education and my career in the game industry, I've been fortunate enough to learn these principles and to share them relentlessly with my colleagues. (Sorry to everyone I've bothered every minute of every day )
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Here, you'll find a framework that helps me approach and communicate about material creation, and even asset creation in general. It revolves around five main concepts: Design Brief, Core Materials, Layering, Material Response, and Exaggeration. This first set of videos focuses on the Design Brief.

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Everything I share here is based on my own experience and is, by nature, subjective. Some of it may resonate with you, some of it may not. Take what helps you, leave the rest.

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Happy texturing!

This is the overview of my notes about the Art of Texturing. I have been building this through the years as a mentoring support and also to structure the different concepts and Art Fondementals in my day to day.

This is the overview of my notes about the Art of Texturing. I have been building this through the years as a mentoring support and also to structure the different concepts and Art Fondementals in my day to day.

Here you can see a visual representation of the framework I called the Art of Texturing. So far I only covered the Part 1 about Visual Brief, Art Direction, References and Methods. Videos below

Here you can see a visual representation of the framework I called the Art of Texturing. So far I only covered the Part 1 about Visual Brief, Art Direction, References and Methods. Videos below

In this video we will talk about the broad subject of Art Direction, Aesthetic, range, medium, tone and how to translate those into Pilars.

This video about references focus on the comon pitfalls to ref gathering, key questions to lead your researches high level concepts and how to build and curate a board.

Staying on the intellectual concepts rather than specific softwares we will talk here on how to pick a process. We will also quickly touch on the time boxing and blockplan.